Right click on War for the Overworld Bedrock Beta and go to 'Properties'

Go to the 'Betas' tab and type in patchtesting

Click 'Check Code' (do not hit enter)

Select 'Patch Testing from the dropdown box

Restart your Steam client or go to the 'Local Files' tab and click 'Verify Integrity of Game Cache' to force the game to patch

Don't forget to switch back to 'NONE - Opt out of all beta programs' when you are done!

Patch notes as of Preview 49 (WIP) Notes for future builds will be added to the bottom of the post​

OS X & Linux
Multiplayer on OS X & Linux is not currently functional. We'll hopefully get this working soon!

Click to expand...

Known IssuesPlease don’t report these

Some objects are rendering without transparency (most notably: unit shields)

Some units whose animations cause them to drastically switch positions do not update their location properly after the animation

In Windowed mode the game will remain on top of all other windows

Units behaviour can be a bit funky in and around the Arena, resulting in minor domestic disturbances

Work-In-Progress FeaturesThe following features are not yet complete and may be a bit rough around the edges!

Stumpy’s Challenge level

VFX/user feedback for Potions and Rituals

Subtitles

Beastmaster visuals (currently a recoloured Chunder)

Spirit Chamber/Witch Doctor visuals & mechanics

Ember Demon/Ember Rift visuals & mechanics

Tavern visuals & mechanics

Possession

If you encounter any bugs or issues please post up a thread in our bug report forums (and make sure you specify that you are on the patch testing branch!). If this is your first time using the bug report forum, please familiarise yourself with the bug report guidelines.

Multiplayer

The game now has multiplayer (!)

If NAT punchthrough doesn't work for you, you'll need to forward ports 27015-27016 in order to host games

Specifics coming soon

New Defence: Midas' Door

Vein: Mid Sloth

Cost: 5000 gold, 0 mana, 8 defence parts

Instead of taking damage, this door removes gold from your vaults when damaged

New Defence: Portcullis

Vein: Mid Neutral

Cost: 2500 gold, 0 mana, 6 defence parts

Four-way door that can placed on any claimed tile (doesn't need adjacent walls)

New Defence: Warding Totem

Vein: Mid Neutral

Cost: 1000 gold, 25 mana, 1 defence part

Can be placed anywhere on the map to grant vision in a wide radius

Continues to grant vision for a short period after being destroyed

New Defence: Outpost

Vein: Mid Wrath

Cost: 5000 gold, 0 mana, 3 defence parts

Once built, will create a single claimed tile

Can be placed anywhere on the map

New Defence: Bombard

Vein: Early Sloth

Cost: 500 gold, 25 mana, 3 defence parts

Replaces the Ballista

Has an 'Overdrive mode' that doubles rate of fire but causes the Bombard to take 50 damage every shot

You can now right click on in-progress and completed potions to destroy them (via slapping, in true Underlord style)

Hand will now animate correctly when interacting with potions

Beasts now die upon KO (they can no longer be rescued or captured - currently the Arena kills all your Beasts, this will be fixed soon)

Gnarlings now only spawn if a Barracks is present

You can now pick up gold from a Vault tile

Garrison now covers a radius of 6.5 tiles

You can now press F6 to speed up the game in debug mode (cycles between 3 speeds)

When a job appears (such as a Garrison prop to activate or a potion to brew), the closest available unit will now go to it instead of a random one

Dropping a unit on an occupied prop will remove the previous occupant and cause the unit you dropped to use it instead

Increased base population by 12.5% (40 to 45)

Increased Gateway population increase by 50% (20 to 30)

Arena no longer grants bonus XP (previously granted 100% bonus XP)

Units held in a prison (or otherwise captured by an enemy faction) now count towards the captors population instead of the owners population

Cultist now spawn if you have either a Sanctuary or an Archive, and won't overspawn if you have both

Improvements to unit fleeing

When a unit flees, it will not instantly run back to combat (only to flee again)

Instead, they will return to the dungeon to heal up

Dropping fleeing units back into combat will cause they to return to battle

Removed the cooldown on Necromancer's Raise Ghoul ability

Necromancer can now only summon 2 Ghouls per level (max of 10 Ghouls at level 5)

Defence blueprints are now visible through the fog of war

Magical Meat has been moved from Wrath to Neutral in the Veins of Evil

Improved worker behaviour for bringing defence parts to blueprints (they should no longer bring too many parts and then leave them by the completed defence)

Units in combat now always show their shield (instead of only when they had taken damage)

Perception Shrine radius now expands over a short period of time instead of appearing instantly (this fixes the small freeze that occurred when claiming one)

Units will now select their lair spots intelligently, prioritising spots close to their primary rooms and needs

Sanctuaries now spawn far fewer props

Added an Execution Toggle prop to the Arena

Toggling Execution Mode on causes all intelligent units (friend or foe) unfortunate enough to get dropped into the arena to be executed, meaning they die a very quick and painful death, granting your other units a happiness and experience bonus

Currently this prop is a blue cube

Prospector now reveals all shrines and gateways on the map regardless of owner

Loose defence parts are now returned to the Foundry by your workers, and will despawn if left on the ground for too long

Pressing 5 in debug mode will now toggle unit shields

InfiniteGold debug command added

Re-enabled alt-enter shortcut to toggle between windowed and fullscreen mode

Recall is now always free to cast

All units now have a vision radius of 5 tiles instead of 3 tiles (Oculus has a vision radius of 7 tiles)

Adjusted mana cost of all spells, most are now cheaper

Defences can only be placed on tiles that you currently have vision of (this applies to defences like the Underminer and Annex)

Launcher now allows you to select which monitor you want the game to appear on

Several improvements to unit fleeing have been made

Visual Improvements

Garrison textures updated

Garrison VFX updated

Archive floor edge texture updated

Slaughterpen floor edge texture updated

Bone Chiller texture updated

Bone Chiller VFX updated

Obey VFX updated

Wall torch VFX yodated

Gateways VFX updated

Alchemy Lab VFX updated

VFX added to Spirit spawning and death

VFX added to several unit beds

VFX added to Replacement Wall

Updated Rhaskos theme tile topper

Bug Fixes

Fixed Ghous floating midair if a Necromancer was thrown down a gateway (they are now destroyed along with the Necromancer)

Fixed culling issues in possession

Fixed slapping units not increasing efficiency

Fixed Chunders occasionally doing the Cha-Cha Slide before working

Fixed camera rotation breaking subtitles

Fixed units getting stuck staring at the Dungeon Core

Fixed strange behaviour with Ghouls in the Arena

Fixed Beast Den sometimes being locked in the Veins of Evil

Fixed invisible props showing selection wireframes

Fixed the Veins of Evil covering up subtitles

Fixed the Veins of Evil occasionally closing if the user rapidly clicked

Fixed minor issue with corner tiles sometimes not fortifying

Fixed camera in Tutorial behaving strangely during cutscenes if possession was used

Fixed picking up gold being broken on maps with infinite gold

Fixed units with slow resistance also being resistant to speed buffs

Fixed various issues with the Arena

Fixed Ghouls floating in mid-air if their Necromancer was dropped down a Gateway

Fixed issues with corrupted Empire units in combat

Fixed most cases of units getting stuck inside replacement walls (in the rare occasion that a unit does get stuck, it will now teleport back to the owner's dungeon)

I see this preview is now already online at the patchtesting branch, nicely done guys! But it contains everything from the final 0.4.2 release I assume? First bug/WIP thing found: the potions (temporary) UI is now messed up, because two new potions were added; you can't even select the QuickFreeze potion now (but you can through the debug console)! See attached image.

Attached Files:

I see this preview is now already online at the patchtesting branch, nicely done guys! But it contains everything from the final 0.4.2 release I assume? First bug/WIP thing found: the potions (temporary) UI is now messed up, because two new potions were added; you can't even select the QuickFreeze potion now (but you can through the debug console)! See attached image.

Click to expand...

We've added a scrollbar along the bottom of the UI. It doesn't stand out very much but you can see it in your image, just give it a drag. The same applies to the rituals interface.

I see this preview is now already online at the patchtesting branch, nicely done guys! But it contains everything from the final 0.4.2 release I assume? First bug/WIP thing found: the potions (temporary) UI is now messed up, because two new potions were added; you can't even select the QuickFreeze potion now (but you can through the debug console)! See attached image.

okay, I'm going to try and be helpful, but I'm sure i'm just going to end saying things that either are already known issues or work in progress:

1. The portcullis doesn't seem to have its own model (takes on the model of the wooden door) (on the "Hollow" map, the only map i test things on really...)
2. The Warding Totem doesn't seem to be on the Veins list... that or I'm oblivious to new veins...

more of these might come up later during the week... unless the issues are already stated... I tried being useful... :/

Can you please tell me more about hosting online multiplayer for patch testing 0.5.0 . I forwarded ports 27015-27016 but my UPnP status is not currently active.

Click to expand...

Hi Chimero, the UPnP status indicator only checks to see if UPnP has successfully automatically forwarded the ports, as you are performing a manual forward this will still show as red but you should now be able to host games in WFTO Multiplayer.